# Doppler effect FMODUnity Integration not working

**URL:** https://qa.fmod.com/t/doppler-effect-fmodunity-integration-not-working/12836
**Category:** Unity
**Created:** [November 25, 2016, 7:51pm UTC](https://qa.fmod.com/t/doppler-effect-fmodunity-integration-not-working/12836 "2016-11-25T19:51:29Z")
**Posts on this page:** 2
**Page:** 2

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### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [December 21, 2021, 12:39am UTC](https://qa.fmod.com/t/doppler-effect-fmodunity-integration-not-working/12836/22 "2021-12-21T00:39:20Z")

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We do support doppler on 2D objects, you just need to set the object’s position using rigidbody velocity instead of animations or transforms, which is the same for 3D objects.  
I do see the value in having it based on transform though as it would mean doppler would work for animations / the Unity timeline etc. I have bumped the feature request and created a documentation task to provide an example of how to implement doppler using rigidbody.

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### Author: ![JavierZumer](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/javierzumer/32/1439_2.png) [@JavierZumer](https://qa.fmod.com/u/JavierZumer)
#### Post date: [March 30, 2022, 12:40pm UTC](https://qa.fmod.com/t/doppler-effect-fmodunity-integration-not-working/12836/23 "2022-03-30T12:40:51Z")

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For anyone finding this in the future, I adapted @GeoffAngus implementation to a more up to date version of Unity and Fmod and I also changed the logic of how it works a bit. In my version, you can set each emitter to use kinematic velocity, regardless of having a rigidbody.

See my blog post about it, there is also a link to the GitHub project: [Using Fmod Doppler on Unity without a rigidbody — Javier Zúmer - Sound Design](https://javierzumer.com/blog/2022/3/27/using-fmod-doppler-on-unity-without-a-rigidbody)

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